So I think you could use the dpad without problems, and remove dependency on the touch screen by default.

I've been scratching my head over this. Apart from the PlayStation phone, I didn't know that any had a dpad. And I've only seen a few that have hardware keyboards. There's not some kind of onscreen dpad support built into the OS is there?!How embarrassing. Android has turned me back into a newbie.Simon

Because Im used to using LWJGL, I program in android directly. I find that the OpenGL handling is relatively similar. Also because android handles ogg natively, It means that you dont really need to learn any 3rd party libraries.

Its easy enough to handle touchscreen events (Activity class), as its not that different to mouse events in java (Applet class).

One other thing that may surprise a new developer is how android resets that application on orientation change, you just need to setup a few lines of code in the xml file (there is heeps of examples on the net) to make your application work like a solid game without any surprising behaviour.

Some feedback in return. I found damn complicated (almost rage-infuriating-quitting complicated) fourth screen in second dungeon. It took me a while to figure out what to do.

BTW I finished second dungeon. I must be really bad at it because it gave me only one star as a hero :'-(

Fantastic! It's really interesting for me looking at the logs and seeing which rooms you spent your time in. (You clearly had a lot of fun with the sliding pathways near the end of the second dungeon! ) Sorry about the fourth room (the one with the statues). The puzzles have to be challenging, but I hope you didn't find them unfair.

The way I see it, anyone who completes a dungeon is a hero. The stars ratings are to give people an excuse for playing the dungeons over again if they want to. I would've said that it would be pretty difficult for someone to get more than two stars on a dungeon on the first time through, so maybe I need to adjust the scoring on the first dungeon. (Don't worry, I'll let you keep your three stars. You earned them. )

Something I've been meaning to ask: Is there a good argument either way for using libgdx rather than dealing with Android directly for this project? As you say, there's not much more to it than drawing a bitmap and reading inputs. I'll almost certainly use libgdx for any future Android stuff, but I'm wondering whether it's overkill in this case.

So bad, I played this game back in the compo (I tried to pitch in but started too late) and it was fun as hell. I hope you fix it, I want to try the update

Thanks for trying it. I'm not sure what to do about the exception - the applet is failing before it executes any of my code.

A friend reported the applet not working on Ubuntu with the Sun JRE, but that it was okay with OpenJDK. Could that be the problem in your case? What OS/browser are you using? Can you run other applets okay (and if so, what ones? I'd like to compare my HTML with theirs)?

I'll upload an executable jar for the game at some stage so that I'm not entirely dependent on applets. (I'm busy at the moment reorganising the code to support Android as well as PC.)

For anyone feeling brave or reckless, here's my first attempt at an Android version.

It uses libgdx. I can guarantee that it won't run on devices prior to Android 2.1 (since that's what I put in the manifest), but that's pretty much all I can guarantee. I don't imagine it will be playable on large devices (tablets) but feel free to try if you like!

It definitely needs work on the user interface and the application lifecycle (in particular it doesn't save progress yet, which is annoying if you press 'back' accidentally), and the frame rate seems a bit cranky on my phone, but it basically seems to be working.

I'd be willing to test the Android version, but can't download the APK file. Is the link broken or is my cell phone?

Hmm, it works okay for me, so I don't know what to suggest. I'll upload to Android Market eventually, so that should simplify installation.

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I'm thinking on moving from LWJGL to libGDX to try making games for Android, is it complicated to port them?

Pretty straightforward, but with plenty of scope for making stupid mistakes. In my case, getting the Android "Hello World" example to work was the biggest headache (typos in the Android manifest file can be pretty unforgiving).

Porting the graphics in my case was trivial (basically just Nate's code above). As ra4king says, any OpenGL stuff should transfer straight across (although it'll be OpenGL ES on Android of course). I don't know how much of libGDX's 2D/3D frameworks you'd want to use (I haven't really got my head around those bits yet), but of course you're free to just ignore them if you've got code that does the job already.

Reading the code for the demo games is a good place to start in my opinion.

Thanks for trying it, guys! It's a really nice surprise that it's working as well as it is (so far ).

Quote from: fruitmaze

So it wasn't that difficult to port the game to Android? I'm tempted to try it with my own games now.

Seeing something you've written appear on the phone's little screen makes all the effort worthwhile.

For what it's worth, the only things I needed to change to port the game to libGDX were:- File loading (very straightforward)- Sound (much easier than in plain Java, although I've run into some bugs dealing with OGG files)- Controls (just replaced keys with regions of the touch screen)- Game loop (hmm, bit of a hack but it seems to be holding up okay)- Application lifecycle stuff (took a few attempts, but it's just a few lines of code in the end)- Graphics (trivial in this case, especially with Nate's code to copy)

I'm finally close to adding a new dungeon to the game. Yeah, it's been a while.

If anyone is kind enough to try it out for me, the dungeon beta is here. But if you haven't played the game before, it's probably more sensible to start with the full game (without the new dungeon): Applet or Android.

The new dungeon is a bit bigger than the old ones. And harder? Tell me what you think!

(Four posts in a row... I think that means the next one has to be my last if no one else replies. I guess I'd better save that post for the next dungeon announcement - about a year from now at the current rate. )

One of these days I'll have to see whether libgdx can spit out an HTML5 version that works more reliably. (I'm assuming that far more people come across the Android version these days, so the browser version is low priority.)

I don't know what the problem can be, other than just the general rubbishness of Applet plug-ins. It works for me on Chrome (JRE 7 update 25) but I've never tried on Windows 8.